Jump to content

Search the Community

Showing results for tags 'baking'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • CGARCHITECT.COM
    • Forum Rules
  • MAIN FORUMS
    • General Discussions
    • Hardware and Technical Discussions
    • Off Topic
    • Pro Plan Members
  • VISUALIZATION GALLERIES
    • Architectural Visualization Gallery
    • Work in Progress (WIP)
  • SOFTWARE
    • 3ds Max
    • V-Ray
    • Other Renderers
    • Other Visualization Software
    • CAD Software
    • Post Production Software
    • VR/AR/MR/Real-Time
    • Vegetation
    • Color Management
  • MISCELLANEOUS
    • New Member Introductions
  • SITE FEEDBACK AND SUGGESTIONS
    • Comments and Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Display Name


Country

Found 2 results

  1. Hey guys, Was hoping somebody would be able to offer some advice/guidance on the following issue, and save my hair from being pulled out. So, whenever I try to bake some lovely Vray textures I get some irregular blotches/holes in my flattened texture maps. This only seems to be an issue when I use Vray during the Render To Texture process. You can see what i'm referring to in the following image: https://ibb.co/nEGXQf In this scene, there's no objects intersecting (just two default Max spheres, a Vray plane and Vray light). The blue sphere, which i'm looking to render, has been UVW Unwrapped, with it's channel set to 2 (also made this the mapping channel in Render To Texture dialogue box). It's been assigned a standard Vray material, and a VrayCompleteMap is the selected output - so hopefully this should all be consistent. I've tried using different combinations of GI engines, even turning GI off completely, upping light samples, switching UV channels, applying push modifiers to objects, resetting Xforms and just about every other solution offered in similar thread, but to no avail. If anyone has experienced a similar problem and found a solution you'd go down as a god in my books! Thanks in advance everyone and let me know if any other information is needed
  2. Hello! I am studying 3D and although my goal is to work in the field of architecture, our course also covers 3D for video games. We are working with 3ds Max. We are on a summer vacation (1 week) and the teacher gave each of us a specific challenge to solve. Mine is to create a jewel that can be imported as an asset in a game engine. I can only have one diffuse, normal and specular maps. Over the past 4 days, I've been working hard on it, but now I'm seriously hitting a wall. The material and the rendering of Vray is great, but I am totally unable to do a good baking of the diamond. I know that once in game it will stay as it is (the gem will not react to light), but I would like and need to have something that is as close as possible to the Vray rendering. I bake the complete map of Vray and then try to put the right map in the right slot of the blinn, but the result is horrible. I tried a regular rendering of the texture and even a texture projection. But none gives a good result. The professor said that for every problem he has given us, there is a solution. And yes, we are allowed to ask for help since we are in a learning process. Does anyone know what I'm doing wrong or what technique can be used to achieve this goal? I enclose a photo so that you can see ... Thank you in advance!
×
×
  • Create New...